So what do we know about Evolutionaries ? 1. There was an age before man, where there was a more powerful version of human. The ruled over weaker men like gods. (still working out details here)2. The Inter-breeding with man, eventually created what I will dub the 1st strain, or demi-gods, those who possessed great power. But after a certain amount of time, roughly some time after 500 B.C. to 0 A.D. The genetic strain had become so diluted (or perhaps a war), that Evolutionaries were not possible any longer. There are 3 distinct strains of Evolutionary, so dubbed, first, second, and third (being the weakest)3. The Dark Ages, introduced an Evolutionary up-heaval that nearly destoyed humanity in its wake. (the 4th strain) Many of those during this age are either evil, or persecuted. 4. The Age of Englightenment. sometime during the 18th century, a secret order was created. To create a better man. They got their hands on pure Evolutionary DNA from an Ancient. At the time , The order was ruled by 5. Each person gained a unique power, and the resurgence of Evolutionary power continued. Only to grow stronger over time. (the 5th strain)

Anyone ever hear of the Alpha Omega RPG? I had been pondering trying a few conversions from that game. Cause I really love the setting and the system on a whole. But I think support is starting to dry up over the system. But it really is an amazing game.

The Alpha Omega Universe

Alpha Omega is set in a futuristic, war-torn, post-apocalyptic Earth. It provides a world of endless adventures, epic heroes, vile villains, horrific monsters and unknown dangers. It is a world ready for you and your imagination.

It is 2280. The world has been reclaimed by primal forces, savage and deadly. Humanity is evolving, its ingenuity unchained. It fights to reach out from beyond the protection of its great cities and reestablish global order. However, ancient war returns-fought by legendary enemies of incredible power threatening all that has been rebuilt.

Mankind has raised great cities out of the ashes of the Old World; mammoth vertical towers reaching to the clouds out of the violent environments around them. Aliens have been discovered living amongst us, their ancestry shrouded and confused by ancient texts. Earth is their battleground and their forces are poised to wage their epic war once again, however mankind is no longer an insignificant and ignorant bystander. Mankind will be central to the Evolutionary War whether they want to be or not.

QualitiesBreaking: Weapon break Advantage. Dangerous: This is the Improved Critical Feat. Same rank limitations. Disarming: Can make a disarm attempt with no penalty. Grabbing: Fast Grab Advantage. Effective Strength is weapons damage bonus. Costs 0, if the weapon does no damage. Smashing: Suffer no penalty for a Smash Attack against objects.

Ranged weapons that are strength based, half their strength score to determine the bonus to damage.

Finally got a few things for Magic. Opinions are welcome. Next I'm going to tackle the Mystic Disciplines. After that I'll tackle divine magic.

Mister B wrote:

MAGIC IN LEGARIASpells are broken up into 4 circles of power. Each Circle is a new tier of power, often based on the Power Level of the Magic wielder. All wielders can use 1st circle spells by default. To gain access to the next circle, the wielder must buy access to them and meet the minimum requirements. I made this list to show where certain powers might fall , and how difficult they might be to use. This list is also still within its infancy, but I'll add to as I can.

Casting Spells: I'm also thinking that spells should require an Expertise Roll to active. The difficulty being 10 +5 for each circle of the spell. So a 1st circle spell has a DC of 15. Then I'll let people use focus's that add bonuses to this. I'm trying to keep it mostly a 50/50 chance without a focus, and before exceeding Arcane Expertise Ranks.

Second Circle Spells Requirements: Benefit: Circle Spells 2, Expertise: Arcane 9 ranks. Create Food or Water. The caster can create a “mass” of food to satisfy the effects of those who eat it. With food, the spell creates “Mass” instead of volume. Your typical well fed person eats roughly 1 pound of food. Create “Food & Water” (continuous, Innate) · 3pp's/rank +1Healing Light. The caster creates a light that will heal a target at a range, instead of touch. Healing Effect (Ranged Range) · 3pp/rankIdentify. The caster to identify the magical properties of an item. Senses Effect (Detect Magic, Acute) · 2ppLevitation. The caster may slowly float up or down. Flight Effect (Limited: Direction) · 1ppLightning Bolt. The cast may create a bolt of lightning. Blast Effect (Lighting Descriptor) · 2ppMagic Armor. The caster creates a bubble of energy around them to absorb damage. Forcefield Effect · 2pp's/rankRain Storm. The caster can create rain to fall in a small area, with which to help water plants. Causing visibility to be reduced, and sometimes impeding movement. Environment (Visibility 1) · 1pp's/rank (2pp's rank if you can Impede Movement also)

Third Circle SpellsRequirements: Benefit: Circle Spells 3, Expertise: Arcane 13 ranksChain lighting. The caster may create a bolt of lighting that can attack multiple enemies. Blast Effect (lightning descriptor; split attack 3) · 2pp/rank +3Air Walk. The caster can walk on air as if it were ground. This is the Flight Effect with the Platform Flaw. Fire Bolt. The cast can shoot a bolt of fire that explodes on impact. This is the Blast Effect with the Area: Burst Modifier. · 3pp's/rankEnchant Weapon. The player can touch a weapon and temporarily enchant it. Linked Enhanced Trait 1 (Close or Ranged Combat Skill; Affects others Only ) + linked Damage 1 (Stacks*, Sustained; Variable 2: Any Melee or ranged weapon). · 5ppStasis. Touch attack that puts target into stasis. For the target time stands still; the target cannot move, or attack. Affliction Effect (Hindered, Immobile, Paralyzed; Concentration ) · 2pp's/rank

Fourth Circle SpellsRequirements: Benefit: Circle Spells 4, Expertise: Arcane 17 ranksSummon Earth Elemental. The caster can call upon the elements of earth itself to come to his beck and call. Creating a being of pure Earth which will carry out his commands. Summoning Effect (Earth Elemental; Controlled, Mental Link) · 3pp's/Rank +1Magic Step. The caster can teleport short distances in any direction. But the caster, must be able to have a clear image of the place in his mind. Teleport Effect (Easy) · 2pp's/rank +1Use Moongate. The caster can open moongates at special locations, that allow long distance travel. Teleport (Extended, Portal; Extended Only; Limited: Requires a moongate to active) · 1pp/rankReturn Life. The caster can revive a fallen ally as long as the body is intact and still warm. Healing (Resurrection; Flaws: Can only Resurrect, Quirk: Body must be whole) · 1pp/ rank -1. Phantom Steed. The caster can summon a phantom steed which can act as a mount. Summon (Phantom Steed; Controlled, Mind Link) · 3pp's/Rank +1

New Modifiers:Stacks: This Modifier allows an effect to stack onto an existing effect, as long as the power level is not exceeded. This is a straight +1 cost modifier. For another point, the player can exceed power level by 2 ranks only.